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Mandy J Watson

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A member registered Jun 08, 2019 · View creator page →

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Godot is free (just as a random aside as I happened to see your comment).

If it's the very, very beginning of the game (the 20 minute to 45 minute window) then I would say the game has to be absolutely frictionless (which it isn't) in order for the player to develop an emotional attachment to the character and game experience.

So that means enemies that are easy to kill (bar, say, the Beholder) - I have watched people struggle with the zombies, for example - more equipment and visual customisation options (for some reason customisation speaks to people), and quests that are completely clear as to the objective and what to do to achieve the objective.

Lowering the bandits may have helped. I don't know because I can't tell how easy they are now. Add a couple more caves in the Ettin woods with similar bandit leader type enemies and chests with clothing.

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Without me knowing where that point is then I can't offer any other suggestions. I know there are a few different kinds of confusing moments in the early game, some of which you have addressed. Some specific quests are confusing and that's frustrating. You get lost a lot. There might also be an early grind problem still. I don't know without knowing more. Could also be the expectation of what the game is not matching what it turns out to be.

BTW thanks for the mob EXP increase. Every bit helps.

[Edit: typo]

The problem with the difficulty scale is that in order to overcome it you have to grind - and it's horrible. The most efficient way is to spend, literally, days in a mine going back and forth until you can get your stats up. If not, it's somewhere else that's equally back and forth, just not as efficient (fishing, fletching, for example). There's really no fun gameplay way that helps you increase your STR/INT/DEX/CON and gives you a sense of game/story/character-development progression as you do it.

(Boss rare-drop grinding helps a little but lots of people don't care to do it and would rather just buy the item and so they do (using money gained from their mining), whereas those that do try are not adequately rewarded because the EXP increase for minion and boss kills is minimal compared to being in the mine.)

The average casual player has thousands of other games to choose from so why would they want to grind in this way when it's not fun and not fulfilling? Hence the dropoff.

That spin animation is great!

dordle community · Posted in 64dle

It's very inappropriate to be running a conversation about your game on someone else's game page and this has been going on for nearly a week now. Please upload to itch and start your conversation on your own game page or install a forum on your web site where people can post their bug reports.

See Tarantella's comment.

The daily answer words are never plurals.

Indeed, Jesus is also incorrect, the rest are acceptable, although maria as a plural is also an edge case. However, even though the source of the words is Wiktionary they are compiled into lists that the game creator can edit (a long guess list, as well as a short answers list, which I suspect those two words don't appear on), so those two words should be removed from the guess list.

When he says "they now all link..." he means that when a game ends you can click on the words for the day and it will take you to Wiktionary so that you can see the definitions if you don't know what a word means, not that the game is directly talking to Wiktionary.

Likely because it's a proper noun, not a common noun.

Please read previous threads on this issue. The most likely explanations are that someone is not reloading the game to get the most up-to-date version of it or you are playing different Dordles. (More than one developer has made a game called "Dordle". This one is by zaratustra/Guilherme S. Töws.)

I love the horror atmosphere this creates in such a simple way just via the combination of the sorting anxiety and the audio. Really great!

"Cards" is an edge case because of the phrase "They're playing cards" ("playing" in this case being the verb), where "cards" is a stand in for anything - poker, bridge, whatever. I suspect this is how it got into the list as there hasn't been a  plural in the answers before.

That's not my reason at all. I have no interest in having my history linked to my itch.io account. For me it has to do with desktop browser security and privacy.

I disagree. It would greatly improve my user experience if all those games were hosted on itch.io. To each his own.

Well done! This is the best use of Bitsy3D I've ever seen. The fence bit was particularly clever but, on the whole, this was a fantastic end to the Roomba Quest series, which sets such a high standard, not just for Bitsy games but for narrative puzzle games in general.

Don't apologise. It's a work in progress!

It's missing an apostrophe and quote marks.

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The screenshot on the left might be from an older version of the game. Have you refreshed the tab lately to make sure the latest version has loaded?

These are the standard rules for all permutations of Wordle, including Dordle. It took you seven moves to get "drill". You haven't entered the word correctly just because it happens that you can already see what it is.

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Thanks for ruining today's game for everyone.

Lexico (Oxford):
https://www.lexico.com/definition/hapax_legomenon
A term of which only one instance of use is recorded.
‘In philology a hapax legomenon is almost always a word and is a problem because a single usage doesn't generally give us enough information to figure out what it means.’

I thought this - with the other answer - was rather clever as a one off for today. People are too obsessed with stats and losing.

This was a jam game I made in 72 hours in October to see if the basics of a mechanic I had thought about were actually possible in Twine, especially considering my Twine programming knowledge at the time. The game is partly an homage to a game called Eye Of The Beholder, which was made in the 1990s, in a way that I could make it because I can't yet make games in Unity or Godot, for example. I wanted to see if I could recreate that game's feeling in Twine of clicking through a pixel dungeon, even though Twine isn't usually known for that sort of game. I actually did think about blind people but that's a whole other level of complexity that I didn't have time to solve during the jam. Therefore I intentionally didn't mark this as a blind-friendly game (only colour-blind friendly) in itch.io's system.

One option would have been sound, which I didn't even get to at all - not even sound creation, nevermind programming - and, in fact, I did not even have the programming skill for until January, where I finally figured out some stuff while working on another game.

Again, this was a jam game and I had a specific visual mechanic that I was trying to build in a constrained timeframe as a learning experience. Other games I've made (The Light At The Frankenstein Place and The Time Machine, for example) are straight text adventures that only have a little bit of decorative art and therefore should work well with screen readers.

LimeZu's email address is in an image on their profile page.

I prioritised survival but it still took me a few attempts to get all the way to the end and win because it seems that you have to have lucky rolls on every decision and if you don't you won't make it, which feels a bit unforgiving. Because I played a few times I got a sense of what you would need to do to win by prioritising magic or fighting, although I didn't try it out.

I liked the art and the audio, although I would suggest reducing the width of the text box so it doesn't span the entire screen as that would make it easier to read.

The writing by your dev partner was really good and I feel like there's a lot of potential for the larger world that could be very interesting. There's a lot of initial world building but then not a lot to learn about the various aspects in a deeper way. Instead it feels like you skip from one story to another. If you decided you wanted to work on this some more I would like to see the overall story expanded to tell us more about things that are only hinted at (more of the background that the lady's story alludes to, and more of the story about the underground area and its inhabitants, for example; even the oasis is intriguing), plus perhaps branching paths to the end.

Thank you! That is similar to what perey said and is very helpful feedback. I'm definitely going to look at adjusting the language for the diagonal directions so that people don't perceive it as being absolutely literal and rather see it as a directional approximation to help them to narrow down their search.

Thank you for your kind comments too. I'm glad you enjoyed it, and that the music wasn't annoying. I worried about that a lot because it's a fine line.

I'm used to playing that game where you have to get five in a row so this was a total gear switch and I therefore found it to be quite hard. I really liked that there are so many different games modes; it shows that there's a lot of potential for this game, as well as for a player who might master one mode but then has to learn to think a little differently to be any good in another mode.

Lots of fun, especially when you get some chain reactions going! I love the pixel art and the sound design is fantastic, from the epic Hollywood score to the fwoom sound when you power up the laser.

I don't know if you consider this finished or not because there is lots of potential to take it further. I'd like to have some enemies that can only be destroyed with the ground pound.

Well I should also have said that it's a really good game for ~three hours of work, with a strong emotional rollercoaster for the player, but I was feeling sad about Pippy.

Dark... which is very unusual for a Bitsy game - but it was only a dream, right? :)

Thank you! Could you elaborate a bit more? Do you mean branching text options with this style of art and music - like the intro screens before the map part of the game if they just continued as a branching story?

It's an interesting concept but I found the roguelike elements frustrating, especially since after the first delivery every job seems to be a dollar + a dollar, which is not enough money and there's just no way to have enough food after a certain point (my highest score was 28 days, at which point I had to abandon the game because I couldn't move). I presume it's just placeholder amounts but it did restrict my ability to play and I did want to play for longer

I like the aesthetic of the map but it took me a while to realise that the town names are written on it as I was expecting it to be white text like the rest of the interface. I would also suggest not having the info as rollovers/popups - just put it right there on the map so that wherever you are you can quickly calculate your options by seeing the data between two towns rather than having to mouse all over the map.

I really like the music.

These voting categories are really not suitable for your tool. I'm so sorry.

It's really useful, though.

Oh, that's very interesting. The cardinal points are very lucky hints because it will be in a straight line but the others are approximate directions and it never occurred to me that someone would take it as a literal diagonal in those cases. When I continue work on this I'll look at the language I use and see if there is a way to be more clear.

Thank you for playing and for that feedback!

Thank you for playing and for your feedback!

The map space is not completely randomised. There is some hint programming but it's not as much as I had wanted to add because then the game becomes too easy. The paw print clues point in the direction of where the teddy bear is (the direction is also mentioned in the text) and, if you get closer to the end and don't have many clues or the teddy bear, a couple of clues will give directional hints in the text as well. I realised while working on it that the map space is too small so you can't have too many hint clues as it makes the game too easy. I want to add another case for the detective that continues the story and has a bigger map so that I can experiment further using a game space that offers more hints and uses less randomisation. Hopefully that will increase the strategic experience for the player.

This is such a good PICO-8 game! I love all the different modes and the art. I agree with others that the difficulty curve/speed up in each game should be more gentle but I still had fun playing, got better, and managed to unlock everything.

It can be caused by a number of things in a game - frame rate, narrow field of view, lack of focal point, too much bounce (likely not in this case since the movement glides) - plus in the player's environment - closeness to screen, general susceptibility, eyesight problems. It's a tough one to solve. Anyway, as I said, I still enjoyed it. I just had to lie down for a bit. LOL.

Thank you for your kind words. I am particularly proud of the case folder art. Your comments are quite correct - I realised when I was taking it from the prototype, which was basically a "can I make something like this work in Twine?" experiment/mini game, to the full map area that even the full map area is too small for what I wanted to do. I had to scale back the number of clues that give outright hints (the paw prints) otherwise it's just too easy. I did build in a little bit of rubber banding for the times when it's too hard (as you are running out of time, a couple of clues - if you have not hit them and then do - will give a directional hint in the text) but ultimately the map needs to be bigger. 

I am going to continue working on this by adding a new case for the detective to solve and in that one I will make the map bigger and work even more on perfecting balance by subtly adjusting certain things, especially to make it slightly easier when the randomisation gods are causing their bad-luck chaos.

Oh, also, it was cool to see that something like this can be made in Godot.

Great job - I love the art and the audio/sound design, especially. There's not much feedback I can give that hasn't already been given (projectile dodging difficulty with some enemies, not outright stopping the player from moving during reloading and such, etc).

Yeah, there's a lot going on in your game and different people think in different ways. For example, I noticed immediately that the jewels were in the wrong order but although that was odd and I knew it meant something it didn't make me think of forgery because to me a good forgery is something far more subtle and hard to discern. So my advice is use a standard game engine, while you're still starting out, which solves lots of usability and UI problems, and test with as many people as you can to observe how they approach problems and interpret the information they discover.